Methods and systems for game video recording and virtual reality replay

a virtual reality and game technology, applied in the field of game video recording and virtual reality replay, can solve the problems of not being able to attract enough demand for vr hardware to match the supply of ever more vr hardware into the market, vr technology such as are happening today, and consumers lack motivation to purchase vr headsets or vr-capable personal computing devices that are certain to cost a considerable sum, etc., to achieve the effect of virtual camera array

Active Publication Date: 2016-10-18
SLIVER VR TECH INC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0020]In some embodiments of the present invention, the video thus recorded is monoscopic. In some embodiments, the source computer game is a 2D game, a 3D game, or a virtual reality game. In some embodiments, the program code further causes the processor to, for each virtual camera, record a pair of high-resolution and low-resolution screenshots of a scene during the game play. In some embodiments, the virtual camera array is stable.

Problems solved by technology

Yet content availability is a clear hurdle for mass mainstream adoption of the futuristic technology.
On the one hand, without sufficient VR content, consumers lack motivation to purchase VR headsets or VR-capable personal computing devices that are certain to cost a considerable sum; on the other hand, without a significant VR user base, content producers such as game makers are reluctant to invest significant resources into VR content production.
Without compelling content or a staunch fan base, even dramatic advances in VR technology such as are happening today would not attract enough demand to match the supply of ever more VR hardware into the market.
However, these screencast services record the device screen only, not the entire 360-degree environment.
No known solution exists to convert screencast recordings into spherical media for VR replay, or to render and record in 360 degrees directly within a 3D game.
Nonetheless, such systems are generally offline tools for demo generation by game developers only, and are incapable of real-time capture during game play.
More importantly, these systems are not intended for low-end platforms or user devices, as rendering and compressing stereo VR panorama images at the size of several hundred megapixels necessitate high processing power and careful memory management and optimization.
Therefore, in view of the aforementioned difficulties, there is an unsolved need to make it easy for game developers and players to capture and record existing video games in real-time, and replay, stream, or even live-play in a virtual reality environment.

Method used

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Definitions

[0040]Some illustrative definitions are provided to assist in understanding the present invention, but these definitions are not to be read as restricting the scope of the present invention. The terms may be used in the form of nouns, verbs, or adjectives, within the scope of the definition.

[0041]“Spherical video,”“360 video,”“360-degree spherical video,”“3D-360 video,” or “VR video” is a video with a 360-degree horizontal viewing angle, and possibly a 180-degree vertical viewing angle. In other words, a spherical video is an immersive video where the view in every direction is available at the same time. A spherical video may be viewed in full VR mode with a VR headset, or in slidable panorama-360 mode on a conventional 2D or 3D viewing device. Playback of spherical videos in a VR environment is interactive, with the viewer having control over the viewing directions.

[0042]“Spherical media” are any visual media with a 360-degree horizontal viewing angle, and may include p...

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PUM

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Abstract

Methods and systems for processing computer game videos for virtual reality replay are disclosed. The method, when executed by a processor, comprises first receiving a video recorded using a virtual camera array during a game play of a source computer game. Next, upscaling the received video to a higher resolution, and interpolating neighboring video frames of the upscaled video for insertion into the upscaled video at a server. Finally, generating a spherical video from the interpolated video for replay in a virtual reality environment. The virtual camera array includes multiple virtual cameras each facing a different direction, and the video is recorded at a frame rate and a resolution lower than those of the source computer game. The spherical videos are provided on a video sharing platform. The present invention solves the chicken-and-egg problem of mass adoption of virtual reality technology by easily generating VR content from existing computer games.

Description

NOTICE OF COPYRIGHTS AND TRADEDRESS[0001]A portion of the disclosure of this patent document contains material which is subject to copyright protection. This patent document may show and / or describe matter which is or may become tradedress of the owner. The copyright and tradedress owner has no objection to the facsimile reproduction by anyone of the patent disclosure as it appears in the U.S. Patent and Trademark Office files or records, but otherwise reserves all copyright and tradedress rights whatsoever.FIELD OF THE INVENTION[0002]Embodiments of the present invention are in the field of game video recording and replay, and pertain particularly to methods and systems for 360-degree video recording of 2D, 3D, and VR games, with video and audio post-processing to enable spherical video replay in a virtual reality environment. Embodiments of the present invention leverage the vast number of desktop and mobile games available today and effectively bridge game content with the novel r...

Claims

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Application Information

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Patent Type & Authority Patents(United States)
IPC IPC(8): H04N5/77H04N13/00A63F13/497H04N13/02G06T19/00
CPCG06T19/006H04N13/0242H04N13/0029H04N13/0066H04N13/0275H04N13/0055A63F13/497H04N21/00A63F13/00G11B27/031H04N13/275
Inventor LONG, JIEYILIU, MITCHELL C.
Owner SLIVER VR TECH INC
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